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Messages - SeamanNaranja

#41
Completed Game Announcements / Re: Providence
Wed 07/01/2015 11:08:19
Quote from: Inventive Mind on Wed 07/01/2015 10:15:04
If after talking to his mother played the piano and then go upstairs and downstairs game breaks,
often need to click on the SAVE...
Is there a specific error message when it breaks? This doesn't happen when I try to reproduce it... I'll look into it when I get home from work.

Quote from: Inventive Mind on Wed 07/01/2015 10:33:49
this game VERY bad tested, I found the SECOND bug: after a talking with the waiter - all clickable false
You can't interact with things or you can't see the interaction bar at the bottom? Interactions should still work (with the space button or inventory buttons). I'll check this one out this afternoon too. Thanks for the heads up!

Quote from: Inventive Mind on Wed 07/01/2015 10:33:49
PS: the first claim to the title of the best ASG game in 2015
the first claim to the most crude ASG game in 2015
:cry:
#42
Completed Game Announcements / Re: Providence
Tue 06/01/2015 18:01:26
Quote from: Inventive Mind on Tue 06/01/2015 09:17:39
very interesting innovative game, the first claim to the title of the best ASG game in 2015
i am published "Providence" on the very popular Russian tracker
Awesome! Thanks ;-D

Quote from: Inventive Mind on Tue 06/01/2015 13:24:18
game bad tested, I found a bug
That is weird! The camera should be following you when you're on the ground floor! I'll look into it!
Edit: Found it. It's related to the camera being locked on the first and second floor. It only happens if you hold the down or up key down while walking up and down the stairs. A simple fix is to walk up the stairs and down again. I'll fix this in the first patched version! :smiley:
#43
Completed Game Announcements / Re: Providence
Mon 05/01/2015 14:36:32
Quote from: BSP on Sun 04/01/2015 21:20:55
I've played it, and I really like the story. The graphics are wonderful, but for some reason, the game stuttered for me most of the time (on some backgrounds more on some less), and this really ruined my immersion, especially because the stutter affected sublime compositions of Chopin. It is probably just my computer, since it is rather old. Great game anyways, short, but great. :smiley:
Yeah, the resolution might be too high for older computers. I figured this out late in the process and unfortunately there wasn't any quick fix (as far as I know) with hundreds of sprites already done. I wish there was a easy way to put out a lower resolution version as well! I'll put up a warning in the description of the game. Anyway, thanks for the kind words. You can listen to the music on musopen.org, it really is a great initiative! Free Chopin! :cool:

Quote from: Mandle on Mon 05/01/2015 03:29:03
One thing: You might want to give a general genre and/or slight story intro in the first post. No spoilers of course, but let people know if they are in for a comedy...a drama...a horror story...etc
You might also want to explicitly say that this game was created with AGS. As it's in the AGS archives I know this sounds like a no-brainer but somebody will probably ask you this question in this thread pretty soon...
I actually meant to do this, but decided the player should come into the game without any information so that he/she could interpret it freely. I'll write up a small description about the setting though!

Quote from: Mandle on Mon 05/01/2015 03:29:03
You might also want to explicitly say that this game was created with AGS. As it's in the AGS archives I know this sounds like a no-brainer but somebody will probably ask you this question in this thread pretty soon...
Done! Thanks for the advice :cool:
#45
Completed Game Announcements / Providence
Sun 04/01/2015 17:15:05
Eight Bit Skyline presents
Providence

Providence is an interactive short story drama about three people who share a common destiny, and how they come to find it.

The game is developed with the Adventure Game Studio engine for Windows PC. It features a Frédéric Chopin soundtrack from The Free Chopin Kickstarter by MusOpen. Find out more about it here.

Providence is freeware.

Notice: Providence runs in 720p and this can cause slowdowns on older computers. If you experience this try tweaking vertical sync and/or resolution in winsetup.exe.

Trailer:
[embed=800,450]<iframe width="800" height="450 src="http://www.youtube.com/embed/MjAwjyZDRgQ" frameborder="0" allowfullscreen></iframe>[/embed]

Screenshots:



Download from AGS archives!

Technical information:

  • Version: 1.1
  • Download size: 120 mb
  • Installed size: 600 mb
  • Resolution: 720p
  • Supported systems: Win XP/Vista/7 (tested)
Official website: Providence.eightbitskyline.com

Press:
IndieVault.it: Providence: tre destini si mescolano, sulle note di Chopin (4.2.15)
Welt.de: Intensiv interaktive Kurzgeschichte (26.1.15)
Freeware-Empfehlung: Providence (23.01.15)
RockPaperShotgun.com: Freeware Garden: Providence (22.01.15)
Gamer.no: Ta en titt på dette norske gratisspillet (21.01.15)
NiveloCulto.com: Providence: La inevitabilidad del destino (16.01.15)
KillScreenDaily.com: Providence takes you down the dark, noir journey of everyday life (15.01.15)
GameJolt.com: Featured Game: Untangle three entwined destinies in the narrative platformer "Providence" (13.01.15)
Warpdoor.com: Providence (Eight Bit Skyline) (09.01.15)
P911-magazine.com: Jouons sur du Chopin (06.01.15)
#46
AGS Games in Production / Re: Providence
Wed 06/08/2014 13:18:48
Thanks for the kind words!
Quote from: BSP on Wed 06/08/2014 12:25:24
I feel, though, that the "prelude" in the video is played a bit too fast for my taste! (but it is just my opinion, it might be even better if played this way, if it is a thriller, as you said)
As for this I totally agree. The version in the game will be slower, and in better quality. It's just a matter of waiting for the recordings from the Musopen Chopin Kickstarter I contributed to! :-)
#47
AGS Games in Production / Re: Providence
Sat 26/07/2014 16:58:11
Quote from: shaun9991 on Wed 23/07/2014 16:33:38
Unique style! Very professional looking. Great work!
Thanks! You're too kind ;)
#48
AGS Games in Production / Re: Providence
Thu 17/07/2014 10:58:18
Quote from: Bloody Mimishu on Tue 15/07/2014 15:10:22
Are you looking for testers? I would like to playtest the game :grin:
I'll PM you soon, still working on some small niggles with the game! :cool:
#49
AGS Games in Production / Re: Providence
Mon 14/07/2014 10:56:43
Quote from: Eastwing on Mon 14/07/2014 00:50:54
Looks interesting and atmospheric. And the music is really impressive
Thanks! And Chopin is always great... There will be a lot of nice tunes from him in the game! :cool:
#50
AGS Games in Production / Re: Providence
Mon 14/07/2014 00:03:27
Quote from: Zenger on Sun 13/07/2014 19:59:17
Wow It looks fantasic!! :grin::grin:, I love the style of the game 8-0 8-0 and it sounds really interesting (nod)

Thanks! :smiley: Hope you'll like it once you play it as well!
#51
AGS Games in Production / Re: Providence
Sun 13/07/2014 19:09:34
Thanks for kind words AnasAbdin and Tabata!

Screenshots added :-)
#52
AGS Games in Production / Providence
Sun 13/07/2014 15:32:12
Decided to take a break developing the next game after Skumring and made this little solo project...

Tagline:
An old man isolated in retirement in a high-rise building outside of town. A little boy living on a farm out by the mountains with his father and mother. A young assassin after targets fed to him by a mysterious stranger. Uncover all the pieces of the mysterious puzzle and find out how they are connected in...

Providence!

Features:

  • An interactive thriller spanning several decades.
  • A story about life, death and destiny, with alternative solutions.
  • Three playable characters.
  • Varied locations, including a functionalist retro villa and a sun bathed hotel by the coast.
  • All set to a soundtrack consisting of classic tunes by Frédéric Chopin.

Trailer:
[embed=640,360]<iframe width="640" height="360" src="http://www.youtube.com/embed/MjAwjyZDRgQ" frameborder="0" allowfullscreen></iframe>[/embed]

Screenshots:


Progress:
Graphics: 100%
Scripting: 100%
Music: 100%
Sound: 100%

Expected release: Fall 2014

Beta testing:
The game is currently finished!

Official website:
Providence.eightbitskyline.com
#53
Quote from: Khris on Mon 09/06/2014 00:35:54
Replace "==" with "="

I have to go to bed so I'll try it some more in the morning, but... It seems to work just like I wanted it to! Thanks a lot for the help, you're great! :cheesy:
#54
The error is gone, but replaced with another one :confused:
This time the error relates to line 5 in the code under:
Code: ags
function on_key_press(eKeyCode k)
{
  if (k != eKeySpace) return;
  ClaimEvent();
  Region *r == Region.GetAtRoomXY(player.x, player.y);
  
  // region 1
  if (r.ID == 1) {
    if (cEgo.Baseline == 720){
      oFront1.TweenTransparency(1.0, 100, eEaseOutTween, eNoBlockTween);
      cEgo.Baseline = 716;
    }
    else {
      oFront1.TweenTransparency(1.0, 0, eEaseOutTween, eNoBlockTween);
      cEgo.Baseline = 720;
    }
  }
 
  // region 2
  if (r.ID == 2) {
    ...
  }
 
  on_call(r.ID);  // update text
}


Error is: Expected ',' or ';', not '=='
#55
Quote from: Gurok on Sun 08/06/2014 22:04:57
I believe that's what the compiler is complaining about.

You are right! The parse error is gone 8-) However I now get a new error: Undefined symbol 'lbl'. I'm not sure how or where for that matter I should define it.
#56
Quote from: Ghost on Sun 08/06/2014 22:01:28
use r.ID instead
Yeah, I did that, but then I got a parse error at 'r' instead! :confused:
#57
Quote from: Khris on Sun 08/06/2014 21:38:44
You can now add this to the room script:
Code: ags
function on_call(rid) {
  String action = "";
  if (rid == 1) {
    if (player.Baseline == 716) action = "go outside";
    else action = "go inside";
  }
  if (rid == 2) action = "examine note";
  if (rid == 3) {
    // dynamic text depending on room variable
    if (box_opened) action = "search box";
    else action = "open box";
  }
  ...
  lblAction.Text = lbl;  // lblAction is the label's script name
  gText.Visible = true;
}

If you put this function near the top, you can call it to update the line: on_call(1);

I'm getting a Parse error at function on_call(rid):
Error (line 3): PE3: Parse error at 'rid'
#58
Quote from: Khris on Sat 07/06/2014 16:14:59
gText is a GUI with blank background and a single label, showing the text.
It works like! Thank you! :smiley: I tried using @OVERHOTSPOT@ in the text label, but this is for mouse over. What code can I use here?
Quote from: Khris on Sat 07/06/2014 16:14:59
I'd find it much more logical that the text is dynamic and will show whatever action pressing space will execute ("examine note", "open safe", etc.)
Yeah, I do agree with this. I just wanted to keep the screen completely clean (no inventory visible), but I can see that this is a better solution!

However, this leads to another problem. I have a system where the player walks along the same x-axis wether he is inside a building or not. Every location has both a inside and an outside (like an apartment with a balcony). When you stand by the door region SPACE lets you go inside or outside, depending on where you are. The player does not change position, I just use the cEgo.Baseline (a higher number for outside) and fade exteriors away with the Tween Module.

This causes some of the region to have multiple interactions, wether the player is inside or outside:
Code: ags
function region1_Standing()
{
  if (IsKeyPressed(eKeySpace) == 1){
    if (cEgo.Baseline == 720){
      oFront1.TweenTransparency(1.0, 100, eEaseOutTween, eNoBlockTween);
      cEgo.Baseline = 716;
    }
    else {
      oFront1.TweenTransparency(1.0, 0, eEaseOutTween, eNoBlockTween);
      cEgo.Baseline = 720;
    }
  }
}

How can I get the Text-GUI to understand wether the player is inside or outside?
#59
Never mind, I just found out why that is a bad solution:

Quote from: Khris on Mon 10/10/2011 15:31:25
(There is another way; you could use IsKeyPressed() and handle the interaction directly, the only problem is that holding the button even for a short time will trigger the event multiple times.)
I'll change it. :smiley:
So then there's only the problem of text left.
#60
Quote from: Khris on Sat 07/06/2014 14:13:27
In general, the way I found to do this is to
a) draw hotspots on the floor in front of what would conventionally be the hotspot, acting as region
b) use regions for objects, making sure their ID matches; region #1 for object #1, etc.
Since my character moves only along the x-axis (platform style), I just figured I'd use regions for everything. So I set up my regions like this:

Code: ags
function region3_Standing()
{
  if (IsKeyPressed(eKeySpace) == 1){
    if (oDoor1.Transparency == 0){
      cEgo.LockView(26);
      cEgo.Animate(cEgo.Loop, 1, eOnce, eBlock, eForwards);
      oDoor1.TweenTransparency(1.0, 100, eEaseOutTween, eBlockTween);
      cEgo.Animate(cEgo.Loop, 1, eOnce, eBlock, eBackwards);
      cEgo.UnlockView();
    }
    else if (oDoor1.Transparency == 100){
      cEgo.LockView(26);
      cEgo.Animate(cEgo.Loop, 1, eOnce, eBlock, eForwards);
      oDoor1.TweenTransparency(1.0, 0, eEaseOutTween, eBlockTween);
      cEgo.Animate(cEgo.Loop, 1, eOnce, eBlock, eBackwards);
      cEgo.UnlockView();
   }
  }
}


Is this a bad way to solve it?  ???

Quote from: Khris on Sat 07/06/2014 14:13:27
As for displaying the message, does it change for the hotspots? Or is always "space: interact"  plus a list of inventory items?
I'm thinking space for interact always. Currently I'm using down and up for going down or up stairs, but I'm thinking about just using space, since you really can't interact with the stairs, other than walking up or down on them.
So yeah, space: interact, and a list of inventory items!
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